Enchantments
Enchantments are magical effects that attune directly to Gaia's Aether to sustain powers indefinitely. They are imbued into fixed locations (such as buildings) and cannot be moved. Their presence consumes some of the available Aether present. An enchantment's efficiency is therefore important when trying to imbue multiple powerful enchantments, such as for Wonders and high-profile locations such as Palaces and Guild Halls. Enchanters can trade away efficiency for development speed and reduced cost, but doing so also drops the enchantment's future potential to expand. Some locations possess much more Aether than others, especially cities on leylines and energy nodes, making them ideal locations for powerful enchantments.
Only certain alchemical materials are capable of sustaining enchantments. If the enchantment's construction materials are destroyed, the enchantment will also be lost.
There are many forms of enchantments, but most are designed for convenience or defense. Cities often use Prana-based enchantments to protect locations from demonic influence. Others assist with self-repair, cleaning, temperature regulation, and other such conveniences.
Earth Enchantments
- Enhanced durability, fortification, compaction, and hardening of stone, metal, and earthen materials.
- Self-repairing for earthen materials, walls, foundations, and landscapes.
- Grounding enchantments that suppress electric effects.
- Foundation stability; erosion and settling resistance for cities, bridges, roads, slopes, farms, etc.
Air Enchantments
- Self-cleaning environments for dust, particulates, and light debris.
- Soothing ambient environment sounds, gentle sounds (e.g. waves, forest sounds, light melodies).
- Amplifying sounds, such as for performance rooms or to project voice.
- Soundproofing areas, such as to prevent eavesdropping.
- Ventilation. Circulate air, avoid stale pockets.
- Disperse smoke, fog, mist, or other gaseous contaminants.
- Persistent purification of air and oxygen.
- Maintain persistent airflow patterns to resist pests and make it difficult for them to settle indoors.
Fire Enchantments
- Temperature regulation, environment heating, and water heating.
- Heat stability for forges, kilns, etc. Huge economic value.
- Cooking precision, speed, and efficiency.
- Fire-proofing, fire suppression, fire dousing, and smoke dispersal.
- De-icing and frost prevention.
- Conserving fire sources (e.g. torches, hearths, cooking fires, etc) by using far less fuel or burning slower.
- Controlling fire and smoke to remain within specific areas or boundaries.
Water Enchantments
- Provide flowing water for faucets, wells, fountains, hoses, plumbing, sewage, and more.
- Self-cleaning environments for grime that require liquid solutions to dissolve.
- Temperature regulation, environment cooling, and water cooling.
- Food preservation, cooling, and freezing.
- Regulating humidity, moisture, and drainage.
- Preservation techniques; resisting rot and decay.
- Slow but persistent water purification, filtration, removal of contaminants.
Nature Enchantments
- Improve plant health, growth speed, longevity, fruit-bearing capacity, and agricultural conditions.
- Resist or eliminate pests and weeds.
- Increase the nutrition, taste, and quality of foods and seasoning.
- Passively improve nutrition levels; reduce eating and sustenance requirements.
- Passively improve longevity for those who regularly reside within.
- Eliminate unwanted scents.
- Generate scents.
- Enhance smell potential. Detect poisons or identify others by scent.
- Attract wildlife creatures to the environment.
- Resist pests; e.g. mosquitos, flies, etc.
- Support the health, nutrition, and survivability of wildlife creatures.
Mind Enchantments
- Synchronize with a Mindshard, allowing it to function throughout the enchanted area.
- Enable telepathic connection and messaging through the environment.
- Clarity and focus improvement; particularly helpful for workshops, libraries, offices, etc.
Prana Enchantments
- Demonic creatures feel pain, chaos, and suffer heavy distraction while present in the environment.
- Positive mood enhancement for those within the environment. Feels peaceful and serene.
- Attract fairies to the environment.
- Calming zones. Improved sleep and meditation.
- Increased sense of mental and emotional resilience. Strengthen one's willpower, temperance, and resolve.
- Assist with natural healing processes for inhabitants within the environment.
Lighting Enchantments
- Provide lighting within the environment. Control color, brightness, location, visual type, etc.
- Sustain simple holographic visuals within the zone.
- Project images or an exterior environment on the walls, ceiling, or other surfaces.
Warding Enchantments
- Inhibiting wards that resist specific forms of magic, especially sorcery and weaving.
- Detection wards that detect and alert when specific forms of magic are used.
- Wards that suppress sorcery; the more it moves across physical space, the more it's resisted.
- Anti-scrying that resists perception-based and psychic scrying magic.
- Anti-psychic fields that resist psychic, telepathic, and other forms of mental magic.
- Disruption wards that make it difficult to sustain magical concentration.
- Anti-illusion wards; reveals light-based illusion magic as holograms.
- Anti-charm wards that resist charm, domination, and other Mental influence powers.
Spellcasting Enchantments
- Improves spellcasting within a specific sphere; e.g. Earth, Air, Fire, Water, etc.
- Assists with sorcery casting, but is especially effective for weavers.
- Not useful to Channelers.
- Useful as early training for sorcerers.
- Commonly used for telekinetic support.